![]() ![]() ![]() ![]() Therefore, only converting to unsigned integer of at most 8 bits, half float, or float is allowed. For example, when converting RGBA8 to RGBA16UI, it is unclear whether or not the intention is to scale up values to the full range of a 16-bit unsigned integer. Converting such representation to signed integers or unsigned integers with more bits is not clearly defined. Im working with Three.js particles, and trying to map multiple png textures, (my png images are juste différent colors stars to create a sky full of stars) my code looks like this : const loader new THREE.TextureLoader () const cross loader.load. When the data source is a DOM element (HTMLImageElement, HTMLCanvasElement, or HTMLVideoElement), or is an ImageBitmap, ImageData, or OffscreenCanvas object, commonly each channel's representation is an unsigned integer type of at least 8 bits. □ For example Chrome and Firefox support webp but Safari does not.Īlso Safari supports (or used to support) TIFF files as tags and it would load and display floating point TIFFs but I'm 99% it did not support uploading those floating point TIFFs as floating point textures as there is no conformance test for it (not that Apple has ever cared about passing the conformance tests □)Ĭurrently though the WebGL2 spec explicitly disallows 16 int formats from images □ JavaScript preprocessors can help make authoring JavaScript easier and more convenient. Like all image formats in browsers it's up to the browser what image formats are supported and what the browser does with them. I am trying to put an image on an object, like this: var texture new THREE.TextureLoader ().load ( crate. ![]()
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